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Question tbaMUD with no Classes

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05 Jan 2014 01:07 - 05 Jan 2014 01:10 #4629 by RussBrown
So I spent a few hours last night removing the concept of character classes completely from the stock tbaMud-3.64 code. So far everything seems to be working fine - no crashes so far. *knock on wood*

Right now each character has access to all skills/spells of the previous four classes at the previous levels. This essentially makes them a gestalt (if you are familiar with the term from 3.5 D&D) of all four classes. This is only temporary until I can implement a new skill/traits/powers system to replace the classes.

So I was wondering if anyone had done this previously and could point out any gotchas to watch out for?

Also on the design side I know there are a lot of classless muds out there, but are many of them based on the Diku/Circle/tba codebase?
Last edit: 05 Jan 2014 01:10 by RussBrown.

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05 Jan 2014 05:48 - 05 Jan 2014 05:48 #4630 by Kyle
Replied by Kyle on topic tbaMUD with no Classes
In the past I just removed the variable chclass from struct char_data and then fixed the errors one by one until the MUD compiled again.

No issues stand out in my memory. I think anything that causes problems should pop up immediately.

This was from tbaMUD 3.51 but it shouldn't make much difference.
Last edit: 05 Jan 2014 05:48 by Kyle.

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05 Jan 2014 06:12 #4631 by RussBrown
Replied by RussBrown on topic tbaMUD with no Classes
Yeah. That is pretty much what I did. removed chclass and all instances of GET_CLASS and CLASS_x and IS_x (for classes) and then fixed any compiler errors. So far so good. :)

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02 Mar 2014 06:50 #4725 by Papaya Pete
Replied by Papaya Pete on topic tbaMUD with no Classes
How's the classless system working out for you? Found any errors or difficulties at this point?

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26 Mar 2014 21:59 #4780 by RussBrown
Replied by RussBrown on topic tbaMUD with no Classes
I have gotten really busy and work and have not had much time to work on things since early February. However I am just finishing up a complete overhaul of the character/mob structures since my plans require adding a significant number of new variables and data structures. Once that is finished I can start building the skill/perk prerequisite system that will replace classes.

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